1 // container.cpp: Container object
3 // Part of the Architektonas Project
4 // (C) 2011 Underground Software
5 // See the README and GPLv3 files for licensing and warranty information
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- ------------------------------------------------------------
11 // JLH 03/30/2011 Created this file
12 // JLH 06/02/2011 Added code to delete objects in this container when they go
16 #include "container.h"
19 #include "dimension.h"
22 Container::Container(Vector p1, Object * p/*= NULL*/): Object(p1, p),
23 dragging(false), draggingHandle1(false), draggingHandle2(false)//, needUpdate(false)
29 Container::Container(const Container & copy): Object(copy.position, copy.parent)
31 // Use overloaded assignment operator
36 Container::~Container()
40 while (objects.size() > 0)
43 objects.erase(objects.begin());
51 // Assignment operator
52 Container & Container::operator=(const Container & copy)
54 // Take care of self-assignment
60 for(int i=0; i<(int)copy.objects.size(); i++)
61 objects.push_back(copy.objects[i]);
67 /*virtual*/ void Container::Draw(Painter * painter)
69 for(int i=0; i<(int)objects.size(); i++)
70 objects[i]->Draw(painter);
74 /*virtual*/ Vector Container::Center(void)
80 We need at least *three* handles for this object:
85 We need to think about the intuitive way (if there is any) to grab and
86 manipulate a complex object like this... Need to think, "What should happen when
87 I click here and drag there?"
89 Also: should put the snap logic into the Object base class (as a static method)...
93 /*virtual*/ bool Container::Collided(Vector point)
95 objectWasDragged = false;
96 Vector v1 = position - point;
99 if (state == OSInactive)
101 //printf("Circle: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
102 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
103 //printf(" point = %lf,%lf,%lf; p1 = %lf,%lf,%lf; p2 = %lf,%lf,%lf\n", point.x, point.y, point.z, position.x, position.y, position.z, endpoint.x, endpoint.y, endpoint.z);
105 //How to translate this into pixels from Document space???
106 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
107 //the caller knows about the zoom factor and all that good kinda crap
108 if (v1.Magnitude() < 10.0)
112 oldPoint = position; //maybe "position"?
113 draggingHandle1 = true;
116 else if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
125 else if (state == OSSelected)
127 // Here we test for collision with handles as well! (SOON!)
130 if (v1.Magnitude() < 2.0) // Handle #1
131 else if (v2.Magnitude() < 2.0) // Handle #2
133 if ((v1.Magnitude() < radius + 2.0) && (v1.Magnitude() > radius - 2.0))
136 // state = OSInactive;
143 bool collision = false;
145 // NOTE that this deletes the object on mouse down instead of mouse up. Have to
146 // check to see how it feels to do it that way...
149 for(int i=0; i<(int)objects.size(); i++)
151 if (objects[i]->Collided(point))
153 Dimension * dimension = objects[i]->GetAttachedDimension();
155 objects.erase(objects.begin() + i); // Calls the destructor, (deletes the object, I presume... O_o)
157 // If this object had an attached dimension, reattach it to another object, if any...
158 // The only problem with that approach is if the object it gets attached to is deleted,
159 // it will call the dimension to use a NULL pointer and BLAMMO
162 Vector p1 = dimension->GetPoint1();
163 Vector p2 = dimension->GetPoint2();
164 for(int j=0; j<(int)objects.size(); j++)
166 Vector * objectP1 = objects[i]->GetPointAt(p1);
167 Vector * objectP2 = objects[i]->GetPointAt(p2);
170 dimension->SetPoint1(objectP1);
173 dimension->SetPoint2(objectP2);
177 // This only allows deleting objects one at a time...
179 // however, this way of doing things could be problematic if we don't
180 // delete one at a time... Need to come up with a better approach.
186 for(int i=0; i<(int)objects.size(); i++)
188 if (objects[i]->Collided(point))
194 // Do we decouple the state of the generic container from the objects inside??? Mebbe.
201 // The TLC is passing all mouse movement here, so we're doing the same here.
202 // Need to adjust all other objects to handle things correctly.
204 // One optimization that will need to be done eventually is to subdivide the screen
205 // into parts and keep subdividing until an acceptable number of objects lie within
206 // the slice. This way, the GUI will still be responsive and *not* have to test
207 // every object for collision.
208 /*virtual*/ void Container::PointerMoved(Vector point)
210 // objectWasDragged = true;
211 //printf("CONTAINER: PointerMoved()\n");
213 for(int i=0; i<(int)objects.size(); i++)
215 // if (objects[i]->GetState() == OSSelected)
216 objects[i]->PointerMoved(point);
219 // Generic container doesn't need this???
220 // needUpdate = false;
224 /*virtual*/ void Container::PointerReleased(void)
227 draggingHandle1 = false;
228 draggingHandle2 = false;
230 // Here we check for just a click: If object was clicked and dragged, then
231 // revert to the old state (OSInactive). Otherwise, keep the new state that
233 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
234 about keeping track of old states...
236 if (objectWasDragged)
238 //Note that the preceeding is unnecessary for a generic container!
240 for(int i=0; i<(int)objects.size(); i++)
241 objects[i]->PointerReleased();
245 /*virtual*/ bool Container::NeedsUpdate(void)
249 for(int i=0; i<(int)objects.size(); i++)
251 if (objects[i]->NeedsUpdate())
259 /*virtual*/ void Container::Add(Object * object)
261 objects.push_back(object);
265 void Container::Clear(void)
268 while (objects.size() > 0)
271 objects.erase(objects.begin());